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custom sound files

Posted: Thu Jun 16, 2005 4:48 pm
by PaulH
I am currently having an experiment with using DSAs and custom sounds (simple pp actuated). I have lots of wav files, but mostly at the wrong sample rate to be used with CSBWin/csbgraphics. The application does worn of this, but my request is: does anybody have a simple programme where I can simply edit wav files and save at different bitrates etc? My hunt on the net for utilities has been somewhat futile, and on finding something that looked good I had my HD filled with malware and all manner of crap which I have spent the last half hour deleting.

Thanks,

Posted: Thu Jun 16, 2005 7:43 pm
by Zyx
I use winamp->Preferences->Plugins->Output->Nullsoft Disk Writer.
choose the option
"Convert to Format
PCM
11,025 kHz; 8 bits; Mono"

Posted: Thu Jun 16, 2005 9:39 pm
by PaulH
Thanks Zyx, just upgraded my stoneage version and now things work nicely.
I have golfing commentary now in a dungeon! Well, as a test, but it sounds pretty funny

Posted: Thu Jun 16, 2005 11:11 pm
by PaulH
Well, I thought I had cracked it, it seems not. I have successfully replaced the sound file in 'feeding filter', but I am not sure how it is actuated from the portrait. Trying to recreate this DSA in my own dungeon and CSBWin says that 'overlay is not present' and 'can't find sound' (98v53); and replacing the 'feeding filter' CSBwin.exe with csbwin98v53 causes the sound in this original demo not to be played at all.

My brain is a bit fuzzy, it may look clearer in the moring! Basically, I just want to to actuate the DSA via an actuator tha plays the sound. I can't even do this! DOH!

Posted: Thu Jun 16, 2005 11:15 pm
by Zyx
set a DSA this way:

S0: LA L0 L0 &SOUND
Parameter A must hold the index of the sound.
Put an actuator sending a set message on it.

Posted: Fri Jun 17, 2005 9:15 pm
by PaulH
Yep, working well, some of the silly mistakes I make...

Posted: Fri Jul 08, 2005 11:35 am
by beowuuf
Is there any way to access normal sounds held and used by DM, or do you have to use externally grabbed sounds only held in the CSBGraphics file?

Posted: Fri Jul 08, 2005 3:27 pm
by Paul Stevens
We can get at the internal sounds if you wish. If there
is no way to do it now there will be a way by this evening.

Posted: Fri Jul 08, 2005 3:31 pm
by beowuuf
Oh, that's cool - just seemed excesive to create a CSBGraphic file just for the teleport sound - especially since, as it stands, the one I got is too quiet compared to the DM sounds around it too!

Posted: Fri Jul 08, 2005 4:37 pm
by Paul Stevens
CustomGraphicsDemo12.zip contains an example of
using internal sounds.

Posted: Fri Jul 08, 2005 4:56 pm
by beowuuf
Woohoo! Thanks very much. And aside from the cage/cloud issue, I think I have a working fuse example now. Time to tweak the sounds : )

Posted: Fri Jul 08, 2005 6:01 pm
by beowuuf
Lol, to everyone testing things out - the first sound is a switch, which makes it confusing for a test involving a switch!

-no Sound
1 Switch
2 Door
3 Dragon snarl
4 Wall tapping
5 Fireball
6 Party scream
7 Mummy scream
8 Gulp
9 Oof
10 Ugh
11 Snipped sound
12 Ugh
13 Zap
14 Screamer
15 Scorpion
16 Swoosh
17 Teleport
18 Wall ugh
19 Worm roar
20 Explosion
21 Giggler

Posted: Fri Jul 08, 2005 6:51 pm
by Paul Stevens
Oh, dear.......negative zero does not look very negative
in two's complement arithmetic. I think there should be a
sound zero. Move all those numbers up by one so that
the first sound is number one and sounds like a Dropped Dagger.

Posted: Fri Jul 08, 2005 6:59 pm
by Paul Stevens
98v65 has the new numbers. And the documentation has
been updated to include your list of sounds. Thanks.

Posted: Fri Jul 08, 2005 7:09 pm
by beowuuf
I knew there was a sound missing, couldn't think what it was at the time. v65 works fine, adjusted teleport sound plays great